Melty Blood/MBAACC/Sion TATARI/Half Moon: Difference between revisions
(→Combos) |
|||
Line 10: | Line 10: | ||
*5A6AA > 6C, 6[C], run > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > AT | *5A6AA > 6C, 6[C], run > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > AT | ||
: | :Character specific midscreen combo. No need to use the above combo if you fight the following: | ||
:Archetype: Earth, Arcueid, Ciel, Kouma, Nero, Riesbyfe, Roa, Sion, Sion TATARI, Warachia | |||
==Corner Combos== | ==Corner Combos== |
Revision as of 21:21, 20 April 2019
Combos
Note that all aerial enders can either be finished with the normal Air Throw or j.236C. Air Throw enders can also be followed up with j.2B. For the rest of this combo guide we'll simply use AT as the notation.
Don't bother with j.236B enders unless you desperately need that extremely tiny bit of meter or want the tech chase. Does less damage than AT enders and doesn't give a reliable knockdown, allows for airtech situations.
Be sure to check this article about H-VSion: https://drunkardshade.com/2015/09/16/melty-bits-h-v-sion/
'Normal Combos
- 5A6AA > 6C, 6[C], run > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > AT
- Character specific midscreen combo. No need to use the above combo if you fight the following:
- Archetype: Earth, Arcueid, Ciel, Kouma, Nero, Riesbyfe, Roa, Sion, Sion TATARI, Warachia
Corner Combos
- 5A6AA > 6C, 6[C], j.2[B] > land > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > AT
- Staple H-Vsion corner combo. Replaces the dash with a j.2[B]
- Damage variant.
- j.2[B] can start about halfway before the apex of VSion's jump. But try to do the j.2[B] near the apex, so that when you land after the divekick, the opponent will be close enough for your 2C to hit and they won't airtech out.
- 5A6AA > 6C, 6[C], j.2[B] > land > 2C > j.2B > land > 2C > Summon
- Okizeme variant of the above
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Half
Spacing
Pressure
Move Descriptions
Normal Moves
2A
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks. |
5A
- |
2B
- |
5B
- |
2C
- |
5C
- |
6C
- |
#C
- |
#C
- |
JA
- |
JB
- |
JC
- |
J6C
- |
Special Moves
Name 「JP name」 - 22ABC
|
「」 - 236ABC
|
「」 - 28ABC
|
「」 - 623ABC
|
「」 - 214ABC
|
「」 - 421ABC
|
「」 - J22ABC
|
「」 - 426ABC
|
「」 - BC
|
Arc Drive
「」
|
Another Arc Drive
「」
|
Last Arc
「」
|